Compare any two graphics cards:
GeForce 9800 GTX vs Radeon HD 6750 1GB
IntroThe GeForce 9800 GTX has a clock frequency of 675 MHz and a GDDR3 memory speed of 1100 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare all of that to the Radeon HD 6750 1GB, which comes with a core clock speed of 725 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It features 720 SPUs, 36 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9800 GTX should be 10% quicker than the Radeon HD 6750 1GB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GTX will be a lot (approximately 66%) more effective at texture filtering than the Radeon HD 6750 1GB. (explain)
Pixel RateThe Radeon HD 6750 1GB is a small bit (more or less 7%) more effective at full screen anti-aliasing than the GeForce 9800 GTX, and capable of handling higher screen resolutions better. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the largest amount of data (measured in MB per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.